AFK_Weye, Thread 2

Post » Wed Mar 30, 2011 3:09 am

AFK_Weye
Version: 2.2
Date: 11/17/2010
Author: Dwip


http://www.tesnexus.com/downloads/file.php?id=22828 | http://www.confrerie-des-traducteurs.fr/oblivion/mods/cyrodiil/villes_et_villages/amelioration_du_village_de_weye.php of Version 2.2 by Sita

Overview

FOR ANYONE UPGRADING FROM AFK_WEYE VERSION 1.x TO VERSION 2.x, PLEASE READ THE SECTION UPGRADING TO 2.x BELOW.

  • New, player ownable and upgradable house in Weye, with the possibility for outdoor gardens, trainers, guards, and more
  • New stores in Weye, including a bow shop and general merchant, with the possibility for even more via quests
  • More than 25 new NPCs - grow Weye from a sleepy hamlet to a bustling suburb through your actions
  • Thousands of lines of partially voiced dialogue
  • 18 new quests both in and around Weye and spanning the face of Cyrodiil, including 5 in the main quest line
  • Save damsels in distress, reuinite lost lovers, and right ancient wrongs - or take their treasures for yourself
  • Enemies and treasures both new and old, from daedra lords to master swordsmen, from amulets to deadly new weapons
  • A bard who will tell tales of your adventures to one and all
  • A dungeon unlike any you have seen before


New for 2.0:

  • Well over a hundred major and minor bug fixes since 1.21
  • Many cosmetic changes to Weye and its manor, including several completely new meshes and many more retexures
  • New and rearranged furnishings in the manor, including the choice between a cozy sitting area and display cases, a new guest room for companions, and a revamped alchemy area
  • Fireplaces and lighting in the manor that can be turned on and off manually, or automatically by the maid. You can pick and choose room by room
  • Better equipment for some NPCs, including custom armor retextures and a few other surprises. New equipment in Weye shops
  • Fallout 3 style companion management for Weye guards and companions, with equipment sharing, multiple AIs, and variable follow distances
  • Several new quests, including A Wolf In the Fold, Shiny Things, With A Hungry Heart, Elemental Arrows, Goods For Thalonias, and more
  • Heavily reworked older quests, including new paths to completion for Death and Taxes and All That Glitters, changes to Property Rights, better wrapup after When You Wish Upon A Star, and a proper ending to Zombies In the Mist
  • Much, much more


COBL Support for 2.0:

This is very much a beta feature, and I welcome feedback from COBL users.

  • Outdoor wells now give water
  • Luggage support in the manor entry
  • Larder and home plate in the manor dining room
  • Water barrel in the manor kitchen
  • Alchemy sorter, grinder, and static alchemy equipment in the manor alchemy room


AFK_Weye completely revitalizes the village of Weye outside the Imperial City, adding new buildings, new NPCs, and a Cyrodiil-spanning questline that faces you off against enemies new and old.

At the start of the mod, there are two new merchants in town. Thalonias is a wealthy traveling Breton for those players who like to recieve a reasonable price for their items. Lucius Decimus owns a bow shop, selling bows and enchanted arrows. In addition, there are several more new NPCs living in four other new houses in town. Through quests, you can attract even more NPCs to town, some of whom offer their own services and quests.

Over the course of the quests, the possibility opens up for a player-owned house, and the main questline explores the house, its inhabitants, and lets you grow and breathe new life into both manor and town. In addition, there are several other quests, revolving around Weye and its inhabitants.

Most Weye NPCs are quest related in some way - talking to people and paying attention to them and their actions can open up more options or entirely new quests.

Much attention has been paid to creating believable NPCs - Most are at least as interesting as vanilla NPCs, and they will react to your adventures and to other people in town, tell you about their lives, and more.

Requirements

  • Oblivion patched to the latest version. Shivering Isles is not required.
  • An optional COBL version is included. This version requires http://tesnexus.com/downloads/file.php?id=21104 or above.
  • Due to the excessive file size issues, silent voice files were not included. You will need either http://tesnexus.com/downloads/file.php?id=16622, which requires http://obse.silverlock.org, or you will need to generate silent voice files via http://tesnexus.com/downloads/file.php?id=8665).


Installation

Installing with BAIN (preferred):

  • Uninstall any previous version of AFK_Weye. READ THE UPGRADING NOTE BELOW BEFORE DOING THIS.
  • Move the AFK_Weye 2.x archive to your \Oblivion Mods\Bash Installers\ directory.
  • Open Wrye Bash, and click the Installers tab. Select AFK_Weye.
  • Make sure the 00 Core sub-package is selected.
  • Select either the 01 COBL or 01 Non-COBL sub-package, depending on if you want COBL support or not. Make sure the proper AFK_Weye.esp is selected.
  • Select the 02 Compatibility sub-package and select any patch esps you want for compatibility with either RTT 3 or Region Revive: Lake Rumare 1.3.
  • Right click the AFK_Weye package in the packages list and click Install.
  • In the Mods tab, make sure AFK_Weye.esp and any patch esps are selected.
  • Make sure everything is in the proper order either manually or by using BOSS.
  • Use of TES4LODGen is recommended if you want Weye to be visible while distant.
  • Rebuild your Bashed Patch.


Installing Manually:

  • Uninstall any previous version of AFK_Weye by deleting AFK_Weye.esp and AFK_Weye.bsa from your Oblivion/Data directory. READ THE UPGRADING NOTE BELOW BEFORE DOING THIS.
  • Open the AFK_Weye 2.x archive.
  • In the archive, in the 00 Core directory, find AFK_Weye.bsa and copy it to Oblivion/Data.
  • If you want COBL support, copy AFK_Weye.esp from the 01 COBL directory to Oblivion/Data. Otherwise copy AFK_Weye.esp from the 01 Non-COBL directory to Oblivion/Data.
  • If you want the compatibility patches for RTT 3.0 or Region Revive: Lake Rumare 1.3, copy those files from 02 Compatibility to Oblivion/Data. Close the archive.
  • In your mod manager of choice, make sure AFK_Weye.esp and the esp files for any patches are selected.
  • Make sure everything is in the proper order either manually or by using BOSS.
  • Use of TES4LODGen is recommended if you want Weye to be visible while distant.


Upgrading to 2.x From Previous Versions

Unfortunately, upgrading from any 1.x version of AFK_Weye to 2.0 is not as easy as dragging and dropping. Upgrading to 2.x without performing the following procedure may result in quests not working, buggy NPCs, or other unpredictable results including game instability.

Be aware that upgrading from 1.x versions of AFK_Weye to 2.x will require a clean save (see below), and you will lose all quest progress. Unfortunately, there is no way around this.

To upgrade from a 1.x version of AFK_Weye to 2.x, please:

  • With your 1.x version still installed, load any saved game. If you have items in the player-owned manor, you will need to get them out of the manor and to another location, or else they will be lost. Make a new save and exit Oblivion. Repeat this for all applicable saves.
  • In Bash or OBMM, deselect AFK_Weye.esp and delete all AFK_Weye 1.x files (AFK_Weye.esp and AFK_Weye.bsa).
  • Load up your save in Oblivion. You will be presented with an error message about missing content. This is ok. As soon as possible, save again and exit Oblivion.
  • Download and install AFK_Weye 2.x using the instructions above. Make sure to re-run BOSS and TES4LODGen if appropriate.
  • Play as normal. If you need storage space for equipment evacuated from the manor, there is a hollow rock located next to the main signpost near the manor that is safe for player storage.


Compatibility

As of this release, AFK_Weye is compatable with:

  • All official mods (including Deepscorn Hollow)
  • The Unofficial Oblivion Patch

  • All current UL mods
  • Region Revive: Lake Rumare 1.3 via included patch (thanks, Arthmoor!)
  • Ruined Tail's Tail 3.0 via included patch (thanks, Arthmoor!)
  • Ruined Tail's Tail versions below 3.0 do not require this patch


The proper order for RR:LR, RTT, AFK_Weye, and the patches is:

RTT.esp
RTT-Weye Relocation Patch.esp
Region Revive - Lake Rumare.esp
AFK_Weye.esp
Rumare-AFK_Weye Patch.esp

  • Storms & Sound via a patch by Foghorne available http://www.tesnexus.com/downloads/file.php?id=8711.
  • Dragon Captions - A Saint's Tale will have minor pathgrid conflicts with AFK_Weye. AFK_Weye should load AFTER DC:AST to minimize these.
  • Insanity's Pet Shop Beta may have minor pathgrid conflicts with AFK_Weye but is otherwise compatable.


OOO, Fran's, and other rebalancing mods will work correctly with AFK_Weye with no problems or load order issues, although AFK_Weye uses its own monster leveling and balancing scheme that complements both rebalance mods and the vanilla game.

AFK_Weye should be compatable with almost any mod that does not make changes to the exterior Weye cells.

It is recommended that anyone using AFK_Weye use load ordering software such as http://www.tesnexus.com/downloads/file.php?id=20516 to avoid conflicts.

AFK_Weye is NOT compatable with, and will not be made so, with:

  • Weye: The Imperial City Suburbs
  • Colourwheel's sixy Bank
  • Oblivion Farmer's Market
  • MTC Expanded Villages


Known Issues

  • If applied to an existing game, wait 24 hours for the NPCs to properly settle in.
  • Sometimes, Weye NPCs will talk to each other, but there will be no sound. This is a side effect of the lack of voice acting.
  • The subtitles for assorted speeches (mainly Alyssan) may be cut off. This is a limitation of the lack of voice acting. Try again with fewer people around.
  • Bringing companions on the ship during With A Hungry Heart can cause the quest to fail. Leave the companions at home for this one.
  • In very rare and unknown circumstances, the first encounter with Gaius Verres can cause the game to crash. If that happens to you, do the following:
    • When you are initially frozen (there will be a sound), go into the console and type "EnablePlayerControls" without the quotes.
    • Stand still and don't do anything. Some things will happen. Keep standing there.
    • Wait until you get a journal update. Once this happens, you can move around again.

  • There is currently a bug with the COBL version where it is possible for the static alchemy gear in the manor to appear improperly. To avoid the bug, once you acquire the manor, buy the alchemy area upgrade first thing. Until you buy that upgrade, avoid the basemant. Do note that the consequences of this bug are fairly minor - the static gear should appear already filled. If you've run into this bug, it will appear empty, but can be manually filled.


Licensing and Legal

Please DO NOT redistribute or reupload this mod without my express permission.

Please DO feel free to use anything in this mod you think is worth using as a basis for your own modding efforts. This includes using AFK_Weye as a base for your own mods (which does not include new versions of AFK_Weye!), or using resources from AFK_Weye.bsa, except where those resources are the work of someone else (see the credits above). If you have a question, please ask. In all cases I would appreciate being notified and being given credit for my work.

Contact

Bethesda Softworks Forums: Dwip
TES Nexus: afk_dwip

Credits

  • Texian - http://tesnexus.com/downloads/file.php?id=8712.
  • Ghogiel - Bonemold armor from http://tesnexus.com/downloads/file.php?id=10775.
  • Meo - http://www.tesnexus.com/downloads/file.php?id=27171.
  • Phitt and Keldorn - Ayleid Lich King from http://www.tesnexus.com/downloads/file.php?id=9866.
  • Puff - http://www.tesnexus.com/downloads/file.php?id=22549.
  • The http://www.tesnexus.com/downloads/file.php?id=18305 Team - Resources used for Verres Manor.
  • Ancestral Ghost - http://tesnexus.com/downloads/file.php?id=11933
  • http://www.mayang.com/textures/ - Staff of Weyandir base texture.
  • WhoGuru - Voice of the King of Kerrach
  • Conner - Voice of First Mate and Spurius Pecuniarius (2.0-2.1)
  • chibi0roxas - Voice of First Mate and Spurius Pecuniarius (2.2)

  • The 2.0 Playtesting Team - Arthmoor, Hanaisse, and Pvan.
  • Arthmoor - Ideas, mesh and texture edits, _far.nif creation, patches for RR:LR and RTT, and epic amounts of playtesting.
  • Hanaisse - Ideas, commentary, and playtesting.
  • Pvan - Many of the ideas that went into 2.0 are his fault. Also playtesting and commentary.

  • The Original Playtesters - You know who you are. Thanks for sticking with it over three years.
  • Hawt06, WalkerInShadows, scarb, evanchristensen, Eolath, jklinger, doggydoo, jolsby, and everyone else at Bethesda or Nexus who reported bugs or offered suggestions.


Version History

Version 2.2 (11/17/10)

  • Larder in COBL version wasn't connected to plate.
  • Fixed land tear issue with UL: Chorrol Hinterlands (thanks Arthmoor!)
  • Blood trail was persisting after A Wolf In the Fold.
  • Added Menus80, Menus50 icons.
  • Slight changes to the merchant stall mesh.
  • Fixed glow problems with Star of Suran.
  • Various typo and formatting fixes.
  • Added missing GetInCell checks to location-specific dialogue.
  • Fixed various SetFactionRank problems.
  • Aelwin Merowald's house is now owned by him (duplicates a UOPS fix).
  • Fixed Aelwin Merowald's misaligned back gate (duplicates a UOPS fix).
  • Various tweaks to Maxentius Alosius, Kalzi AI.
  • New patrol routine for Graz gro-Shulg.
  • Various manor pathgrid tweaks. Maxentius Alosius should behave normally now.
  • Maxentius' guards should no longer go berserk if Maxentius is killed.
  • Fixed creature faction issue with Elahai.
  • Elahai will no longer summon dremora during his daily spell practicing.
  • Fixed problems with manor guards losing equipment. Improved manor guard resurrection.
  • Fixed ownership problems with various items in Maxentius Alosius' bedroom.
  • Fixed issue where Thalonias' vendor chest wouldn't respawn.
  • Fixed issue where Lucius Decimus sometimes had a permanent sneaking animation after A Wolf In the Fold.
  • Fixed faction problem with Noam.
  • Fixed bug where A Wolf In the Fold wouldn't complete.
  • Fixed a variety of bugs related to Orvas Arethi. It is now possible to complete Family Ties without talking to Orvas Arethi.
  • New voice acting for sequence during With A Hungry Heart.
  • Priory of Saint Serranus now has its own map marker.
  • Revamped the catacombs under the Priory of Saint Serranus.
  • Cosmetic changes to Kerrach and Weyandir.
  • Fixed various sound issues in Kerrach and Weyandir.
  • Fixed issue with Waters of Anu being lost during combat.
  • Heavily revised Kerrach Storm Spire.
  • Fixed error with lich texturing.
  • Added better pathgrids and a way out of the pit in Kerrach Rending Spire.
  • New gear for skeletons in Kerrach based on Ancestral Ghost's Skeletons Helmets Resource .


Version 2.1 (8/3/10)

  • Fixed problems with COBL static alchemy apparatus not working correctly.
  • Added missing pathgrids in manor.
  • Added new meshes to fix hackish addition of manor guest room. Guest room reworked.
  • Re-added AFKskullgreen02 mesh to BSA file to prevent missing mesh errors in Kerrach.
  • Added BanditTestKey to Orlando to prevent issues with Reneer's Guard Overhaul.
  • Fixed problems with the topic Lost Sheep persisting after A Wolf In the Fold.
  • Fixed problems with the topic Lost Sheep not appearing during A Wolf In the Fold.
  • Fixed problems where declining Marcus Aratorius' offer could break A Wolf In the Fold.
  • Fixed problem with multiplying sheep after A Wolf In the Fold.
  • Fixed issue where followers sometimes wouldn't follow during Property Rights.
  • Fixed issue where it was sometimes impossible to progress during Property Rights.
  • Orlando now appears properly for players with high infamy.
  • Made previously off-limits areas of Alosius manor accessible.
  • New side quest: The Metal Box.
  • Internal changes to make COBL version creation easier.
  • Fixed possible VWD problems for people without RAEVWD.
  • Some manor furniture and items were not being enabled or disabled correctly. This has been fixed.
  • Fixed problem where killing Maxentius while wearing the Gray Cowl of Nocturnal led to strange results.


Version 2.0 (7/2/10)

  • Major new version


Version 1.21 (8/17/09)

  • Removed erroneous placement of Sigil of Kerrach.
  • Fixed bug where Sigil of Kerrach was causing permanent stat drain.


Version 1.2 (6/16/09)

  • Fixed idle animations for Zombies In the Mist.
  • Moved various things to script to stop crash problems with Zombies In the Mist.
  • Added AI packs to all Weye NPCs including Aelwin Merowald and Nerussa. All NPCs should now behave properly during Zombies In the Mist.
  • Changed start time for Zombies In the Mist to midnight to prevent massive zombie combat in the Wawnet Inn.
  • Maeron will now give the player a reward at the end of Zombies In the Mist. In games where Zombies In the Mist has already been completed, this reward will be given automatically.

  • Set The Fastest Blade in the West to mark as complete when finished. In games where Orlando has already joined the manor staff, this will update automatically.
  • Fixed bug where you could fight Orlando too early during The Fastest Blade In the West.

  • Restored missing silent voice files for Savesh Arem.
  • Added script checks to fix bug in All That Glitters where Savesh Arem would not travel properly.

  • Added barter gold and food to all Weye residents to help stop combative NPC problem.
  • Changed the end of Gaius Verres' script to stop bug where it was possible to attack him too early.
  • Fixed several bugs in the manor guard quarters where items were improperly enabling and disabling, as well as ownership issues.
  • Fixed bug where Nevos Urns' speech at the end of When You Wish Upon A Star ended improperly.
  • Fixed bug with manor guard AI packs.


Version 1.1 (3/17/09)

  • Fixed bug where Freedom For My People did not complete.
  • Fixed bug where Thalonias would not offer guard services during/after All That Glitters.
  • Fixed bad path node in Kerrach, Molag Garlas.
  • Fixed assorted dialogue errors.
  • Rebalanced Gaius Verres' spell list and powers to provide a (hopefully) more challenging fight.
  • Fixed loot issues with various Breakneck goblins.
  • Fixed issue where original and player versions of manor doors led to different places.
  • Changed Lucius Decimus' candle to only provide light at night.
  • Fixed bug with Lesser Frostarrow/Lesser Shockarrows not flying.
  • Fixed bug where When You Wish Upon A Star ended improperly.
  • Restored missing silent voice files for manor guards.
  • Fixed bug where Waters of Anu were unreachable.


Version 1.0 (2/26/09)

  • Initial public release.

User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Tue Mar 29, 2011 10:27 pm

Porting this over from the http://www.gamesas.com/index.php?/topic/961003-relz-afk-weye/:

@WalkerInShadows

I reuploaded a copy of 1.21 to Nexus if you'd care to try that route.

A couple of other thoughts:

- Presumably you rebuilt your Bashed Patch. I'm not sure that really matters for AFK_Weye, but.

- I didn't really see anything that leapt out in your load order, except the lack of a version number on AFK_Weye.esp, which is something common to pre-2.0 versions but shouldn't be the case with 2.0 - you should have either 2.0.COBL or 2.0.Non-COBL there. Are you sure you've got the 2.0 esp in there? Also, are you trying to upgrade to the COBL or non-COBL version?

@Both

Are you able to start new games with 2.0, or does it crash there too?
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Louise Dennis
 
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Joined: Fri Mar 02, 2007 9:23 pm

Post » Wed Mar 30, 2011 4:31 am

Re: How does one get a thread closed?

You can click on the "Report" button at the lower left of a post. Or you can just wait for an admin to spot the post-limit thread.

gothemasticator
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Emmanuel Morales
 
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Post » Wed Mar 30, 2011 2:06 am

I reuploaded a copy of 1.21 to Nexus if you'd care to try that route.

Thanks. I tried that one, and the game is crashing with it too now. :banghead:

- Presumably you rebuilt your Bashed Patch. I'm not sure that really matters for AFK_Weye, but.

It does, and I did. I always do after adding/removing a mod, just in case.

- I didn't really see anything that leapt out in your load order, except the lack of a version number on AFK_Weye.esp, which is something common to pre-2.0 versions but shouldn't be the case with 2.0 - you should have either 2.0.COBL or 2.0.Non-COBL there. Are you sure you've got the 2.0 esp in there? Also, are you trying to upgrade to the COBL or non-COBL version?

Good catch. I pulled the esp directly from the zipfile, just to check, and I apparently did have the wrong one. The game still crashed after I installed the right one and rebuilt the patch, though.

I'm trying to upgrade to the non-COBL version. I tried installing the COBL version, just to check, but no dice.

Are you able to start new games with 2.0, or does it crash there too?

I can't even get to the main screen with it installed - the game crashes partway through the first loading screen. I even tried starting a new game, saving (without the mod installed) then installing 2.0, but it still crashed. I guess I'll just go on without it for awhile and see if I can't get it to install when a new version comes out.
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ashleigh bryden
 
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Post » Wed Mar 30, 2011 1:35 pm

stuff

If you are using Wrye Bash 285, make sure you are not using the Tweak Names options at all and also not using the Import Spells options at all when you rebuild the bashed patch.

gothemasticator
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Nathan Risch
 
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Post » Wed Mar 30, 2011 3:02 am

What happens if you use either of those bash options? I usually don't, and hadn't noticed mention of what problems they're causing right now.

@WalkerInShadows: When you say it's crashing before the "main screen" do you mean actually being able to play or the main menu?
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jennie xhx
 
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Joined: Wed Jun 21, 2006 10:28 am

Post » Wed Mar 30, 2011 9:30 am

What happens if you use either of those bash options? I usually don't, and hadn't noticed mention of what problems they're causing right now.

@WalkerInShadows: When you say it's crashing before the "main screen" do you mean actually being able to play or the main menu?

Right now, v.285, Tweak Names and Import Spells cause errors. In my own game, if I use either option, the game freezes at the end of the logo movies, pre-game menu. For others, if I've been reading Wrye Bash thread correctly, it prevents the bashed patch from getting created?

In any case, it will be fixed in 286. And there are WIP pieces up on Sourceforge that seem to fix the problem.

gothemasticator
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Charleigh Anderson
 
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Post » Tue Mar 29, 2011 9:03 pm

If you are using Wrye Bash 285, make sure you are not using the Tweak Names options at all and also not using the Import Spells options at all when you rebuild the bashed patch.

Hm. I'm using 2.85 and currently have some Tweak Names options enabled. The Bashed Patch has been rebuilt a number of times, no problem, and I've playing crash-free as well.

Not sure if I've done something else differently, or if perhaps my Python install varies at all. Something like that, I suppose.


edit: Though I can't vouch for Import Spells, either way.
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Del Arte
 
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Joined: Tue Aug 01, 2006 8:40 pm

Post » Wed Mar 30, 2011 4:45 am

Hi, I'm stuck at one part in the quest where you need to explore the Ayleid city - specifically, the ayelid mage asks me for a ritual scroll, which I can't find. I've explored the whole area and as far as I know, used every portal there. Is there a walk through somewhere?

PS: an absolutely great mod :) I love the dungeon design.
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Rex Help
 
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Post » Wed Mar 30, 2011 1:20 pm

Huh. Well, I just read back through the penultimate Wrye Bash thread to confirm, and it's clear there are problems with Tweak Names. Perhaps the problems only exist with some of the options. I don't know which, though.

gtm
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Claire Vaux
 
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Post » Wed Mar 30, 2011 11:52 am

Hint for the ritual scroll:

Look in the room with the
Spoiler
deer
. It's over next to
Spoiler
one of the benches, maybe covered up by a deer corpse if you killed them all
.

[edit] Yes, there's a walkthrough you can download on the same Nexus page as the mod.

@WalkerInShadows - That's...not so good. I'm stumped.
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Gemma Flanagan
 
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Post » Tue Mar 29, 2011 9:44 pm

If you are using Wrye Bash 285, make sure you are not using the Tweak Names options at all and also not using the Import Spells options at all when you rebuild the bashed patch.

I'm not using those. The only tweaks I've got are arrow speed, right hand rings, respawn (5 days) and no light flicker.

@WalkerInShadows: When you say it's crashing before the "main screen" do you mean actually being able to play or the main menu?

The load screen before you get to the main menu with the map loop video - it will load partway, then crash. The first time it happened, I thought it was a missing master, but after I watched it again, I realized it was actually loading - just not all the way. I have no idea why 1.21 won't work either, though.
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Music Show
 
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Post » Wed Mar 30, 2011 9:59 am

Crashing partway through the initial loading screen usually means there's a bad reference in one of the files you're trying to load. My money is on the bashed patch not being entirely happy. What happens if you try loading the game without the patch active?
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Stu Clarke
 
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Post » Wed Mar 30, 2011 12:43 pm

It loads fine (after I disable Item Interchange and mz-Shields). I checked the Bash Patch summary after rebuilding with AFK Weye, and it didn't throw up any error messages either.

Edit: I tried loading up a game after rebuilding the patch, just to see what would happen, and it worked! I've made 2-3 saves since I disabled it; I had a feeling that's all it needed for some reason.
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Adrian Powers
 
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Post » Wed Mar 30, 2011 11:38 am

Hi all.

I've been getting a few reports of some bugs in AFK_Weye 2.0, and I thought I'd mention some of them to you all. A patch will be forthcoming for them, although probably not for a while.

- The mesh for some of the decorative skulls in Kerrach is missing from the bsa. If you get missing mesh markers in the last area, that's what this is. Doesn't really affect anything.

- The topic "Lost Sheep" persists after the end of A Wolf In the Fold. This is because I am an idiot and forgot stage checks. Again, this affects nothing important.

- There is a minor conflict with Reneer's Guard Overhaul during The Fastest Blade In the West that will make Orlando run away. You should be able to fix this by temporarily disabling RGO prior to that fight, but there will be a fix for this on my part.

- In the COBL version, the static alchemy apparatus should start filled, but don't seem to be doing so in my tests. If anybody has had the opposite experience, please let me know about it.

- In rare circumstances it appears to be possible to complete A Wolf In the Fold without getting the final journal entry. As of yet, I'm not really certain what the cause of this is, and if you have had this happen to you, PLEASE let me know about it so I can hopefully find out what the problem is.

As always, I welcome hearing about any other bug reports or issues people may be having. Again, all of this stuff will be patched, but I'd like to give it a bit more time to see if anything else pops up.
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Kayla Bee
 
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Joined: Fri Aug 24, 2007 5:34 pm

Post » Wed Mar 30, 2011 4:08 am

- There is a minor conflict with Reneer's Guard Overhaul during The Fastest Blade In the West that will make Orlando run away. You should be able to fix this by temporarily disabling RGO prior to that fight, but there will be a fix for this on my part.


I think this happened to me in 1.21 also. I had a really hard time with him, especially when the guards jumped in. :blink:

Thanks a lot for the update. :D
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remi lasisi
 
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Joined: Sun Jul 02, 2006 2:26 pm

Post » Wed Mar 30, 2011 12:37 pm

So I go into that house in Weye...the one that looks like it is fit for the player...and I cannot exit it. The door supposedly opens, but I get stuck in the house and cannot leave.
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Camden Unglesbee
 
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Post » Wed Mar 30, 2011 1:09 am

That's...new and different. And I have no idea what the problem might be. If you could tell me your load order, that would help. Have you completed the quest Death and Taxes? Started Death and Taxes? Just wandering around?

I can state with some certainty that it's unlikely to be an AFK_Weye issue per se. Maybe something FUBAR with the RR:LR patch if you have that, or some sort of crazy mod conflict, but beyond that, not sure what to tell you.


@All

Just so everybody's aware of this, I am at this very moment putting the final touches on what will be AFK_Weye 2.1. After it goes through my testers, I'll be releasing it fairly shortly, hopefully in the next couple of days if all goes well.

Which is to say, if you have any bugs or the like to report, now is most definitely the time to be telling me about them.
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Invasion's
 
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Post » Wed Mar 30, 2011 8:47 am

I also found a floating tree just to the south/southwest of the mute man and his wife's cottage.
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Travis
 
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Post » Tue Mar 29, 2011 11:36 pm

Richard, are you talking about the big manor house? A screenshot of the door that's causing this would be helpful.
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Hearts
 
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Joined: Sat Oct 20, 2007 1:26 am

Post » Wed Mar 30, 2011 12:38 pm

AFK_Weye 2.1 has been released. This is primarily a bugfix release, but also includes a minor new sidequest, The Metal Box.

- If you're using the AFK_Weye - Region Revive: Lake Rumare patch, a new version is included that fixes a couple of minor problems.

- Due to the changes in the way I'm handling COBL integration, if you're using the larder, it's advisable to get anything you want to keep out of it before upgrading, just in case. The alchemy sorter should remain unaffected.

- As always, before upgrading, go save your game somewhere OTHER than Weye or the manor to prevent random oddities.

- For walkthrough fans, there's also a new walkthrough version for the new content, plus fixes for a couple of minor omissions.

Here's the changes list:

  • Fixed problems with COBL static alchemy apparatus not working correctly.
  • Added missing pathgrids in manor.
  • Added new meshes to fix hackish addition of manor guest room. Guest room reworked.
  • Re-added AFKskullgreen02 mesh to BSA file to prevent missing mesh errors in Kerrach.
  • Added BanditTestKey to Orlando to prevent issues with Reneer's Guard Overhaul.
  • Fixed problems with the topic Lost Sheep persisting after A Wolf In the Fold.
  • Fixed problems with the topic Lost Sheep not appearing during A Wolf In the Fold.
  • Fixed problems where declining Marcus Aratorius' offer could break A Wolf In the Fold.
  • Fixed problem with multiplying sheep after A Wolf In the Fold.
  • Fixed issue where followers sometimes wouldn't follow during Property Rights.
  • Fixed issue where it was sometimes impossible to progress during Property Rights.
  • Orlando now appears properly for players with high infamy.
  • Made previously off-limits areas of Alosius manor accessible.
  • New side quest: The Metal Box.
  • Internal changes to make COBL version creation easier.
  • Fixed possible VWD problems for people without RAEVWD.
  • Some manor furniture and items were not being enabled or disabled correctly. This has been fixed.
  • Fixed problem where killing Maxentius while wearing the Gray Cowl of Nocturnal led to strange results.


http://www.tesnexus.com/downloads/file.php?id=22828
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Emily abigail Villarreal
 
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Joined: Mon Aug 27, 2007 9:38 am

Post » Wed Mar 30, 2011 11:59 am

Does this mod do the same thing as the Damsels In Distress mod? I have both installed and I don't want issues...
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Kaley X
 
Posts: 3372
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Post » Wed Mar 30, 2011 3:21 am

lol, now I am thinking that it does not. It just so happens that the Damsels in Distress mod adds an NPC to the Wawnet Inn (who changes the damsel spawn rate). I saw in your mod description "Save damsels in distress" and thought he was from your mod, and thus thought your mod did something similar... result of a rather strange coincidence, lol. I take it you save a woman or two progressing through the quests added by AFK_Weye.
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Raymond J. Ramirez
 
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Post » Wed Mar 30, 2011 12:48 am

Yeah, no overlap. You're fine.

And yes, the odd woman gets saved. Among other various creatures.

[edit]

And as an aside to all, there remain a few bugs in AFK_Weye 2.1. There will be a patch for these, but probably not for a couple few weeks. Of interest to many:

- In all versions, equipment given to both manor guards and Macrinus will eventually disappear. For the moment, giving them equipment is not recommended. The fourth guard,
Spoiler
Milos Dranilu
, works properly.

- In the COBL version, the static alchemy equipment should start with a set of novice equipment in place, but if you've ever visited the manor basemant before buying the upgrade, this will fail. I believe this will be solved in a future COBL version, but for the moment, I recommend buying the alchemy upgrade ASAP, or just manually adding some equipment.

- In the COBL version, the larder and dinner plate aren't hooked together correctly. Keep food in your inventory.

- In some circumstances, it's possible for Elahai to get attacked by companions or everyone in Weye when he first arrives. This is a faction bug that will be corrected.
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Kelsey Hall
 
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Post » Wed Mar 30, 2011 10:04 am

Figured I would give this mod a try tonight. I'm using the COBL version and noticed that if I clean it with TES4EDIT there are 35 identical to master records that can be cleaned. Is there any reason not to clean these references? Thanks.
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Pixie
 
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